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    Thursday, August 8, 2019

    Made a fully procedurally animated gecko, tutorial planned!

    Made a fully procedurally animated gecko, tutorial planned!


    Made a fully procedurally animated gecko, tutorial planned!

    Posted: 08 Aug 2019 12:20 PM PDT

    9 years of messing around

    Posted: 08 Aug 2019 06:22 AM PDT

    Back in 2010 I started working on an online game where you had little tanks that could fight each other using scripts written by users. There was also robot football and other stuff I was experimenting with. Due to it's online nature, I created it with Javascript and pure HTML (correction edit: HTML5 wasn't a thing until 2014). It was partly an experiment to see what was possible with web tech. I managed to launch the site and get pretty much everything working, but it never really caught on. I really suck at marketing, but maybe it was just not interesting enough. I had been playing games like Robocode and Roboforge + an obscure robot-sumo-simulation that I can no longer find any reference too. I wasn't very good though.

    100 vs 100 tanks

    As I was having fun just creating stuff, I never tried to promote my work. Instead I had the glorious idea, that I should make something where players can interact with the AI. Something more game like. Racing seemed to be the obvious choice and that's what I ended up making.

    tracks were made with SVG

    Just playing against the AI was not enough for me. So I added splitscreen. As you can imagine performance was not loving this decision. I now had up to 4 views all with duplicated HTML5+SVG and 4 player mode on one keyboard, that was later extended to support gamepads.

    there was quite a selection of vehicles, tanks could turn the turret and shoot

    I knew what I had to do and started writing my own WebGL engine from scratch. At the time there were a few engines popping up, but nothing that really appealed to me. This was a lot of work and not something I had any experience in, but I ended up getting it done. One of the biggest task was reworking the tracks from SVG to WebGL as the SVG tracks were actually pretty cool and smooth. I continued to work on the "game" and was experimenting with neural nets and genetic algorithms, but all more in the way I envisioned them to work over actually reading how to do these things. It was kind of fun to see the cars getting better than me, but there were some setbacks too. I once left the AI to run over night and the next day all the cars had started driving backwards (in spite of slower backwards speed).

    it had Mario Kart style pickups and boosts

    After working on the racing game for a long time, it still felt like something was missing. Online mode. A racing game with no online mode seemed horrible and it frustrated me quite a bit. I knew there was no way I could synchronize the fast paced game I had written. Then there was this game jam I entered at the end of 2015, the only one I have ever entered. I created a game called AntiMiner where a little robot has to defend hexagonal crystals from attacking spiders.

    notice the tank treads on the robot, you had to drive this thing

    This turned out to be a lot of fun, as it was a real single player experience and I continued to work on it, completely forgetting the racing game. I discovered the joy of making larger and larger enemies all with very basic graphics. I was determined to keep the game graphics on 2048x2048 pixels so that I would not have to do any texture swapping. I continued to enjoy making more and more stuff and of course pushing the limits of the system. Completely disregarding common knowledge about what to do and what not to do, as I did not know or care. It ended up on Steam Greenlight in October 2016 as Devader and I was a bit annoyed when it was approved after a few days. I had kind of seen this as my big chance to promote the game and maybe gather some interest.

    Greenlight, kind of bland

    But it didn't really change much. I continued to work on the game and started posting a few things on Twitter. This helped me get into contact with other devs and organisations in Switzerland. I had never even known anything of the sorts existed. This made me realize it could actually be a business and I ended up going with the Swiss delegation to Gamescom. Before the event I added multiplayer and scorch marks to improve visuals. The systems we received were not the newest and I had to do some late night fixes in minified javascript. Not recommended. I learnt a lot more about the shortcomings of my game at the event. I had been getting ready to release the game, but decided it was not good enough.

    this was shortly after gamescom 2017

    So I spent another year working on Devader and going to a lot more events. Many improvements were made and I was gearing up for release again. I even had a really nice trailer made.

    https://www.youtube.com/watch?v=q7mHSEV9ekQ

    Quite a few things went wrong and I decided to just make more stuff, a lot more stuff. I think you can see the pattern here. So for the past year I've added 18 new bosses to the original 7. There are loads of surprise mechanics (not the EA type) and in the past weeks I've added 8 new skills (not in the demo). So now I am gearing up to release again and I am freaking out just a little bit. The last 3 days have been spent at the computer from morning to evening, there is just so much I should be doing. For some reason I decided I should write something on reddit about looking for some testers. It turned into a small life story. Sorry about that.

    one of the 25 bosses

    tldr: looking for a few testers, pm me your steam name

    submitted by /u/marcgfx
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    Microsoft, Sony and Nintendo are going to require games to disclose lootbox odds to players. Step in the right direction at least?

    Posted: 08 Aug 2019 09:45 AM PDT

    Interview with Banshee Game Engine Programmer Marko Pintera – CoreMission

    Posted: 08 Aug 2019 03:25 AM PDT

    Film/Game composer with 7+ years experience looking to work with you! Any project any size more than happy to get involved and help you with your dream :)

    Posted: 08 Aug 2019 04:44 AM PDT

    How has making your own engine worked out for you?

    Posted: 08 Aug 2019 01:46 AM PDT

    I have seen/read a lot of devlogs recently and it seems that many game projects decide to develop their own engine around their game. I would like to know if this is a path that can be worth following (it definitely isn't for me). Please share your experience.

    submitted by /u/Kaligule
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    I finally managed to make my own palette swapping shader in GMS2!

    Posted: 08 Aug 2019 12:58 PM PDT

    Total ignorant wants to make a text based RPG

    Posted: 08 Aug 2019 09:29 AM PDT

    Hi! Recently I've been delving a bit in some old school text adventure games, and some RPG's as well. Premise being, I know nothing about any sort of programming or coding, and all my experience with text adventure is using Twine to make "choose your own path" types of short stories… so no combat or depth.

    Is there any good and simple engine/tool to create a text based RPG game? I was imagining something with a turn based combat system, perhaps even stance based if possible.

    Bonus points if it could support images as well, I'm an artist so I can make everything I need art-wise.

    Thank you in advance!

    submitted by /u/ChickenHeart3612
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    09 to '19: A Decade of Approachability in Fighting Games

    Posted: 08 Aug 2019 06:50 AM PDT

    My First Game Release - Slapshot Postmortem

    Posted: 08 Aug 2019 12:40 PM PDT

    Postmortem for Slapshot

    Hey all, I'm the creator of Slapshot, a free-to-play multiplayer physics-based hockey game. I've been a member of /r/gamedev for a couple of years now, and wanted to contribute my experience making a game. I'm going to keep this as info-dense as possible, so if you want me to elaborate or have any questions, do so in the comments.

    Trailer
    Steam Page
    Website

    About me

    I'm a software engineer by profession and decided to pick up game dev as a hobby. I graduated two years ago with a CS and Math degree. This is the first game I've ever released.

    Dates and Working Hours

    June 29, 2018 - Initial commit to Github
    September 1, 2018 - First public beta test March 8, 2019 - Game Launch

    I worked about 8 hours a day on weekends, 3 hours a day on weekdays up until launch. The three weeks after launch were probably 16 hour days of work between my job and Slapshot. I unfortunately did not track how much time I spent in total, as it probably would have been better for my health.

    Numbers

    Downloads - 172,020
    Unique players - 147,000
    Full Versions - 1,837
    Reviews - 957, 80% Positive . Goals scored - 1,107,348

    Technology

    I used exclusively JavaScript for this project, paired with Three.js and p2.js. I'm familiar with many languages, but JavaScript has great dev tooling that, as a solo dev, made it fast to iterate.

    I wrote my own wrappers around these frameworks, as well as my own UI system. This was foolish, but a great learning experience.

    Since it's a multiplayer game, I wrote the servers in Node.js to stay consistent between client and server. I used WebSockets for networking. I wrote my own matchmaking and authoritative physics runner.

    I hosted the servers on AWS and wrote my own scaling service to help mitigate expenses.

    What Went Well

    1. The number of unique players was incredible. I was hoping for 10,000, so 147,000 blew my expectations away.

    2. About two or three months into beta testing, I brought on an artist that had been with us since day one of beta testing. He helped take a huge load off of my shoulders and made the game a bit more polished and fun. Would recommend getting an artist if you're not a real artist.

    3. Many people had fun playing! That was the goal, even if it was just an hour session with friends or several hundred hours, people having fun was the objective.

    What Went Wrong

    1. I rushed everything. From the first beta test to launch, everything was too fast for me to enjoy it or preserve my own mental health. This also lead to technical issues on launch, which are of course inevitable, but server stability issues took away from the initial punch of the launch.

    2. The biggest flaw of the game was lack of replayability. Many played, but few stuck around. Unless you were a huge hockey fan, there were better games to play. I attribute this to my lack of experience, which I'm okay with.

    3. Despite being a hobby dev with limited amounts of time to work on the game, players do not care. You are held to the same expectations as any other game developer, professional or otherwise, and that's unsustainable in terms of updates and new content.

    What Was Lucky

    1. We had lots of big streamers play. Sodapoppin and northernlion, among others, gave the game a shot which really helped our numbers.

    2. I made a post on /r/gaming that go to the front page of /r/all on launch day. I'm not sure why it got to the front page, but it gave our Steam page a lot of traffic.

    3. I had a lot of great beta testers to help take the game to the next level.

    What Was Unlucky

    1. The community went south very quickly. There was sustained positivity about a month after launch, but after that, infighting, demands for changes, and toxic behavior started to take a toll.

    2. Using JavaScript and Chromium lead to a lot of issues with streamers and low-end computers.

    3. Multiplayer games inherently need many players to maintain a player base. Once you dip below a critical mass, it suffocates itself.

    My Thoughts

    As an engineer and hockey fan, making the game was a blast. Although stressful, I got a lot of enjoyment at making an end-to-end product. From a bird's-eye view, the game was largely successful for a first game, although short-lived.

    If I could go back in time, I would never release it. From day one, I have enjoyed my life less and less. Free time is ruined by the overbearing sense that I need to be working on it, and fun updates are met with cries for more bug fixes and more time.

    This will almost certainly be the last game I make. In general, the entitlement in gaming is outrageous, and I have a hard time dealing with that. Props to all of you that do it with grace for a living; you are professionals, and good at it too. I met a lot of awesome people on this journey, but as a whole, the experience was not worth the energy and time that I put in.

    2/10, would not recommend. Ask me any questions you have in comments!

    submitted by /u/SuperSans
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    Publishing Your Unity Game to iOS Without a Mac or iPhone

    Posted: 08 Aug 2019 11:56 AM PDT

    When I decided to finally publish the beta of [my mobile game](https://getjuggl.com/), I hit a few snags while trying to publish on TestFlight for the iOS build. I imagine there are probably some Windows/Linux/Android users in the same boat as me who have encountered this issue as well, so I wrote [this blog post ](https://davidjorna.com/publish-to-app-store-without-a-mac.html#publish-to-app-store-without-a-mac) which goes through some of the ways you can subvert Apple's best attempts to force you to buy their products.

    Hopefully it will save you some time on some of the less exciting aspects of game development, and you can get back to the fun part: coding your game!

    submitted by /u/Juggling_Rick
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    BSc unable to get a MSc

    Posted: 08 Aug 2019 08:01 AM PDT

    Recently graduated with a First in Games Development. All of the modules mostly match that of Computer Science with tacked on games modules such as engines and rendering.

    I've applied for a lot of Universities because I want to finish with an MSc in Machine Learning and AI. My first two choices, Bristol and Bath, both turned me down and recommended I take foundational Computer Science courses. This is a little insulting. I made it clear in personal statements and supporting documents that my course was essentially the same as a Computer Science course. I don't know, maybe this is the wrong reddit to put this, maybe I just need to blow off steam, but I'm close to becoming quite depressed over this. All of my plans are slowly drifting away because I've apparently wasted four years of my life in a Games Development course. Just wondering if anyone else had these growing pains upon graduating, or it's just me?

    Just blowing off steam, I guess.

    submitted by /u/EpicWinningRob
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    How we create gameplay GIFs for Twitter

    Posted: 08 Aug 2019 09:32 AM PDT

    Game Engine / Game Object Architecture Research

    Posted: 08 Aug 2019 09:04 AM PDT

    Hello all, I am an MSc Game Development student from Noth Wales, UK, as part of my dissertation project I work on my custom implementation of Component-based Game object system based on Entity Component System ECS. The other part of the project is the Research about various game object systems and how they can support game developers with faster game development. If you interested in supporting my Research please fill this short questionnaire. Thank You

    https://docs.google.com/forms/d/e/1FAIpQLSfyiCWxQYyiZ7jvADvgJVWtFF6GTgbIrubRw3wX5i9DnPW8_w/viewform?usp=sf_link

    submitted by /u/kslawinski
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    How I got into Game Dev - How did you get into game dev?

    Posted: 08 Aug 2019 08:46 AM PDT

    Brainstorming ways to give the player the 3 basic materials (wood, stone, metal) in a wave-based game?

    Posted: 08 Aug 2019 10:49 AM PDT

    Hello, I'm currently building a wave-based action survival game. I need some opinions for the crafting.

    The issue I'm having is where the player should get the materials to craft weapons, armor, potions, etc. I DON'T want the monsters to drop finished items just resources, however, the monster spawn is random so if I have monsters drop basic resources (like wood, stone, etc) it would be too luck based.

    I need an idea for a way to give the player the 3 basic materials (these will be used in almost every recipe at-least once)

    • Wood
    • Stone
    • Metal

    The rest can be dropped randomly from monsters.

    My Solutions

    • Like minecraft - Have trees, stone, and metal nodes stawned randomly around the player. The problem with this is the resources are finite or have to respawn over time.
    • A factorio like system - have one of each but make it infinite (or a huge amount. I feel this just doesn't fit my game very well.

    Both of these are flawed. Keep in mind this is a wave game so the player is staying the general area and not moving around too much. (the monsters are closing in on him from the edges)

    I'd appreciate any help brainstorming ideas. Thanks!

    submitted by /u/cyber1551
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    Voxel Verse - A web based game engine for making small games in 30 minutes

    Posted: 08 Aug 2019 09:44 AM PDT

    Voxel Verse is for aspiring single person game makers who want to learn every part of game development in a frictionless way.

    You can make sprites

    You can make music/sound effects

    You can do some scripting

    And you can create a variety of creatures

    The idea is that with Voxel Verse you can gain a lot of experience doing the basics and create a following of people who like your small games. You can then monetize it or use them to promote other games you make.

    https://twitter.com/VoxelVerseInfo/status/1159200491064086528

    https://voxelverse.io/

    submitted by /u/various15
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    The speed of GD script for tile map rendering...

    Posted: 08 Aug 2019 01:15 PM PDT

    Hi there...

    I am wondering about how fast Godot scripting language works. The details of the problem are as follows:

    1- I have a png file, and I want to render tiles from it, using my own code, not godot tile map technique. I want to build a tile map editor. Reason is, I want to the code of the game to be able to switch between the game play and the map editor on the fly on pc or android device

    2- the map will consist of 3 layers that are rendered on top of each other.

    3- the average size of the map rendered is about 120x68 tiles.

    so I am wondering how fast does godot renders tiles, and what technique do you recommend doing?

    submitted by /u/mkaatr2
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    Core mechanics of a city builder

    Posted: 08 Aug 2019 12:07 AM PDT

    Hello guys, i would really like to make a small city building game and i am trying to work on a prototype but find it hard to understand what things you should put and shouldn't in a serious game for pc (not p2w games like mobile city builders). So i tought of asking you

    What do you think are some cool/fun/must have mechanics in a city builder ?

    NOTE: The game will probably be something like the universim or poly universe, i am not talking about a city builder like cities skyline.

    submitted by /u/MyNameIsChuggle
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    lwjgl help

    Posted: 08 Aug 2019 01:06 PM PDT

    hey does anybody know any good lwjgl tutorials, ive installed it on eclipse and looked at some videos, i just cant get my head around windows and context functions, anybody know any videos that explain these in detail?

    submitted by /u/greywolf_18
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    What to study?

    Posted: 08 Aug 2019 12:59 PM PDT

    Hey r/gamedev!

    I somewhat recently graduated 12th grade here in Germany and after not getting a place at a swedish university for game design I am now struggling to find any other straight up gamedev/game design courses at universities.

    So i figured i would ask here if anyone could recommend any related courses or other that would be good to later either take a game design course, work somewhere or start indie deving maybe?

    I already have some experience in unity making one 2d platformer and am working on a bigger 3d project now (which... Is way too big and yeah i know that's bad but that's besides the point)

    I'm pretty much interested in every aspect... Art, programming, design, music... I have surface level experience in basically all of these but nothing i would describe as intricate.

    Any help would be much appreciated! Thank you in advance! :D

    submitted by /u/Feigii
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    Gamescom 2019 — Game Tech Community Event

    Posted: 08 Aug 2019 12:58 PM PDT

    have asked about something that makes mutliplayer easy/easier in the past, looks like something call 'AcceleratXR' is free and makes it easy/easier - has anyone used it yet

    Posted: 08 Aug 2019 12:56 PM PDT

    have asked about something that makes mutliplayer easy/easier in the past,

    • nobody knew

    while my exploration into game dev had long ended, and none of the questions i had had any helpful answers

    • looks like something call 'AcceleratXR' is free and makes it easy/easier

    • has anyone used it yet

    see https://www.reddit.com/r/IAmA/comments/cn8jud/i_am_jeanphilippe_steinmetz_ceo_of_acceleratxr_a/

    submitted by /u/bestminipc
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    Is there actually a good lightweight engine left in 2019?

    Posted: 08 Aug 2019 12:09 PM PDT

    I know, the title comes awfully close to the rule about "which engine should I choose?", but I swear, this is more of a discussion.

    I basically want to make a lightweight game. Something in the vein of Quake 2, with slightly more modern graphics.

    As I see it, the indie developer's best options are Unreal Engine 4, Unity3D and Godot. Here are my concerns...

    • Unreal Engine 4 is quite heavy and you need a beefy machine to run the editor; you also basically need to buy additional programs, because the vanilla Visual Studio experience is awful
    • Unity3D is the go to engine for indies, but half of the useful features are never finished/in eternal preview, and things break often when you update your engine
    • Godot is pretty great, but the creators are quite opinionated and good 3D support is still a long way in the future (at least 2020)

    There's also Ogre3D for a rendering engine, but it seems that 5 years ago people were already complaining about it, and apart from the Torchlight developers no one seems to be using it. Irrlicht is outdated too.

    I know OpenGL and could theoretically write my own engine, but I don't want to bother. I just want to create a game that is very lightweight, with mature tools that work out of the box (and not having to download preview packages just to get a good input system, Unity3D!)

    This basically leaves me with raylib, or bgfx. Do I really have to go so low level? Or do I really need to fork id Tech 2?

    Is there an alternative to Ogre3D that's good enough to use?

    submitted by /u/RaptorDotCpp
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